Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-11-13 00:16:53 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-11-13 00:16:53 +0300
commitbdfe7d89e2f1292644577972c716931b4ce3c6c3 (patch)
treed00eb50b749cb001e2b08272c91791e66740b05d /source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
parent78a1c27c4a6abe0ed31ca93ad21910f3df04da56 (diff)
parent7e4db234cee71ead34ee81a12e27da4bd548eb4b (diff)
Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416 Issues: * GHOST/X11 had conflicting changes. Some code was added in 2.5, which was later added in trunk also, but reverted partially, specifically revision 16683. I have left out this reversion in the 2.5 branch since I think it is needed there. http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683 * Scons had various conflicting changes, I decided to go with trunk version for everything except priorities and some library renaming. * In creator.c, there were various fixes and fixes for fixes related to the -w -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done differently. Since this is changed so much, and I don't think those fixes would be needed in 2.5, I've left them out. * Also in creator.c: there was code for a python bugfix where the screen was not initialized when running with -P. The code that initializes the screen there I had to disable, that can't work in 2.5 anymore but left it commented as a reminder. Further I had to disable some new function calls. using src/ and python/, as was done already in this branch, disabled function calls: * bpath.c: error reporting * BME_conversions.c: editmesh conversion functions. * SHD_dynamic: disabled almost completely, there is no python/. * KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled. * text.c: clipboard copy call. * object.c: OB_SUPPORT_MATERIAL. * DerivedMesh.c and subsurf_ccg, stipple_quarttone. Still to be done: * Go over files and functions that were moved to a different location but could still use changes that were done in trunk.
Diffstat (limited to 'source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp')
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp280
1 files changed, 127 insertions, 153 deletions
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
index 6a098cc5491..1797d6c1a0f 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderRenderTools.cpp
@@ -26,18 +26,7 @@
* ***** END GPL LICENSE BLOCK *****
*/
-#include "KX_BlenderRenderTools.h"
-
-#ifdef WIN32
-// OpenGL gl.h needs 'windows.h' on windows platforms
-#include <windows.h>
-#endif //WIN32
-#ifdef __APPLE__
-#define GL_GLEXT_LEGACY 1
-#include <OpenGL/gl.h>
-#else
-#include <GL/gl.h>
-#endif
+#include "GL/glew.h"
#include "RAS_IRenderTools.h"
#include "RAS_IRasterizer.h"
@@ -45,24 +34,22 @@
#include "RAS_ICanvas.h"
#include "RAS_GLExtensionManager.h"
-// next two includes/dependencies come from the shadow feature
-// it needs the gameobject and the sumo physics scene for a raycast
#include "KX_GameObject.h"
-
-#include "KX_BlenderPolyMaterial.h"
#include "KX_PolygonMaterial.h"
#include "KX_BlenderMaterial.h"
+#include "KX_RayCast.h"
+#include "KX_IPhysicsController.h"
-#include "Value.h"
+#include "PHY_IPhysicsEnvironment.h"
-#include "KX_BlenderGL.h" // for text printing
#include "STR_String.h"
-#include "RAS_BucketManager.h" // for polymaterial (needed for textprinting)
-#include "KX_RayCast.h"
-#include "KX_IPhysicsController.h"
-#include "PHY_IPhysicsEnvironment.h"
-#include "KX_Scene.h"
+#include "GPU_draw.h"
+
+#include "KX_BlenderGL.h" // for text printing
+#include "KX_BlenderRenderTools.h"
+
+unsigned int KX_BlenderRenderTools::m_numgllights;
KX_BlenderRenderTools::KX_BlenderRenderTools()
{
@@ -71,61 +58,98 @@ KX_BlenderRenderTools::KX_BlenderRenderTools()
m_numgllights = 8;
}
-/**
-ProcessLighting performs lighting on objects. the layer is a bitfield that contains layer information.
-There are 20 'official' layers in blender.
-A light is applied on an object only when they are in the same layer.
-OpenGL has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in a scene.
-*/
+KX_BlenderRenderTools::~KX_BlenderRenderTools()
+{
+}
-int KX_BlenderRenderTools::ProcessLighting(int layer)
+void KX_BlenderRenderTools::BeginFrame(RAS_IRasterizer* rasty)
{
-
- int result = false;
+ m_clientobject = NULL;
+ m_lastlightlayer = -1;
+ m_lastlighting = false;
+ DisableOpenGLLights();
+}
- if (layer < 0)
- {
- DisableOpenGLLights();
- result = false;
- } else
+void KX_BlenderRenderTools::EndFrame(RAS_IRasterizer* rasty)
+{
+}
+
+/* ProcessLighting performs lighting on objects. the layer is a bitfield that
+ * contains layer information. There are 20 'official' layers in blender. A
+ * light is applied on an object only when they are in the same layer. OpenGL
+ * has a maximum of 8 lights (simultaneous), so 20 * 8 lights are possible in
+ * a scene. */
+
+void KX_BlenderRenderTools::ProcessLighting(int layer, const MT_Transform& viewmat)
+{
+ if(m_lastlightlayer == layer)
+ return;
+
+ m_lastlightlayer = layer;
+
+ bool enable = false;
+
+ if (layer >= 0)
{
if (m_clientobject)
{
- if (applyLights(layer))
- {
- EnableOpenGLLights();
- result = true;
- } else
- {
- DisableOpenGLLights();
- result = false;
- }
+ if (layer == RAS_LIGHT_OBJECT_LAYER)
+ layer = static_cast<KX_GameObject*>(m_clientobject)->GetLayer();
+
+ enable = applyLights(layer, viewmat);
}
}
- return result;
-
-
+
+ if(enable)
+ EnableOpenGLLights();
+ else
+ DisableOpenGLLights();
}
+void KX_BlenderRenderTools::EnableOpenGLLights()
+{
+ if(m_lastlighting == true)
+ return;
-void KX_BlenderRenderTools::BeginFrame(RAS_IRasterizer* rasty)
+ glEnable(GL_LIGHTING);
+ glEnable(GL_COLOR_MATERIAL);
+
+ glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, true);
+ if (GLEW_EXT_separate_specular_color || GLEW_VERSION_1_2)
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+
+ m_lastlighting = true;
+}
+
+void KX_BlenderRenderTools::DisableOpenGLLights()
{
- m_clientobject = NULL;
- m_lastblenderobject = NULL;
- m_lastblenderlights = false;
- m_lastlayer = -1;
+ if(m_lastlighting == false)
+ return;
+
+ glDisable(GL_LIGHTING);
+ glDisable(GL_COLOR_MATERIAL);
+
m_lastlighting = false;
- m_modified = true;
- DisableOpenGLLights();
+}
+
+void KX_BlenderRenderTools::SetClientObject(RAS_IRasterizer *rasty, void* obj)
+{
+ if (m_clientobject != obj)
+ {
+ bool ccw = (obj == NULL || !((KX_GameObject*)obj)->IsNegativeScaling());
+ rasty->SetFrontFace(ccw);
+ m_clientobject = obj;
+ }
}
-bool KX_BlenderRenderTools::RayHit(KX_ClientObjectInfo* client, MT_Point3& hit_point, MT_Vector3& hit_normal, void * const data)
+bool KX_BlenderRenderTools::RayHit(KX_ClientObjectInfo* client, KX_RayCast* result, void * const data)
{
double* const oglmatrix = (double* const) data;
- MT_Point3 resultpoint(hit_point);
- MT_Vector3 resultnormal(hit_normal);
+ MT_Point3 resultpoint(result->m_hitPoint);
+ MT_Vector3 resultnormal(result->m_hitNormal);
MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]);
MT_Vector3 dir = -(left.cross(resultnormal)).safe_normalized();
left = (dir.cross(resultnormal)).safe_normalized();
@@ -172,7 +196,7 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat
MT_Vector3 dir = (campos - objpos).safe_normalized();
MT_Vector3 up(0,0,1.0);
- KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject;
+ KX_GameObject* gameobj = (KX_GameObject*)m_clientobject;
// get scaling of halo object
MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale();
@@ -208,7 +232,7 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat
{
// shadow must be cast to the ground, physics system needed here!
MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]);
- KX_GameObject *gameobj = (KX_GameObject*) this->m_clientobject;
+ KX_GameObject *gameobj = (KX_GameObject*)m_clientobject;
MT_Vector3 direction = MT_Vector3(0,0,-1);
direction.normalize();
@@ -226,9 +250,8 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat
if (parent)
parent->Release();
- MT_Point3 resultpoint;
- MT_Vector3 resultnormal;
- if (!KX_RayCast::RayTest(physics_controller, physics_environment, frompoint, topoint, resultpoint, resultnormal, KX_RayCast::Callback<KX_BlenderRenderTools>(this, oglmatrix)))
+ KX_RayCast::Callback<KX_BlenderRenderTools> callback(this, physics_controller, oglmatrix);
+ if (!KX_RayCast::RayTest(physics_environment, frompoint, topoint, callback))
{
// couldn't find something to cast the shadow on...
glMultMatrixd(oglmatrix);
@@ -243,13 +266,29 @@ void KX_BlenderRenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmat
}
-/**
-Render Text renders text into a (series of) polygon, using a texture font,
-Each character consists of one polygon (one quad or two triangles)
-*/
-void KX_BlenderRenderTools::RenderText(int mode,RAS_IPolyMaterial* polymat,float v1[3],float v2[3],float v3[3],float v4[3])
+void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
+ const char* text,
+ int xco,
+ int yco,
+ int width,
+ int height)
+{
+ STR_String tmpstr(text);
+
+ if(mode == RAS_IRenderTools::RAS_TEXT_PADDED)
+ BL_print_gamedebug_line_padded(tmpstr.Ptr(), xco, yco, width, height);
+ else
+ BL_print_gamedebug_line(tmpstr.Ptr(), xco, yco, width, height);
+}
+
+/* Render Text renders text into a (series of) polygon, using a texture font,
+ * Each character consists of one polygon (one quad or two triangles) */
+
+void KX_BlenderRenderTools::RenderText(
+ int mode,
+ RAS_IPolyMaterial* polymat,
+ float v1[3], float v2[3], float v3[3], float v4[3], int glattrib)
{
-
STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text");
const unsigned int flag = polymat->GetFlag();
@@ -266,67 +305,9 @@ void KX_BlenderRenderTools::RenderText(int mode,RAS_IPolyMaterial* polymat,float
col = blenderpoly->GetMCol();
}
- BL_RenderText( mode,mytext,mytext.Length(),tface,col,v1,v2,v3,v4);
-
-}
-
-
-
-KX_BlenderRenderTools::~KX_BlenderRenderTools()
-{
-};
-
-
-void KX_BlenderRenderTools::EndFrame(RAS_IRasterizer* rasty)
-{
-}
-
-
-
-void KX_BlenderRenderTools::DisableOpenGLLights()
-{
- glDisable(GL_LIGHTING);
- glDisable(GL_COLOR_MATERIAL);
-}
-
-
-void KX_BlenderRenderTools::EnableOpenGLLights()
-{
- glEnable(GL_LIGHTING);
-
- glEnable(GL_COLOR_MATERIAL);
- glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, true);
- if (bgl::QueryExtension(bgl::_GL_EXT_separate_specular_color) || bgl::QueryVersion(1, 2))
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
-
-}
-
-
-/**
- * Rendering text using 2D bitmap functionality.
- */
-void KX_BlenderRenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode,
- const char* text,
- int xco,
- int yco,
- int width,
- int height)
-{
- switch (mode) {
- case RAS_IRenderTools::RAS_TEXT_PADDED: {
- STR_String tmpstr(text);
- BL_print_gamedebug_line_padded(tmpstr.Ptr(),xco,yco,width,height);
- break;
- }
- default: {
- STR_String tmpstr(text);
- BL_print_gamedebug_line(tmpstr.Ptr(),xco,yco,width,height);
- }
- }
+ GPU_render_text(tface, mode, mytext, mytext.Length(), col, v1, v2, v3, v4, glattrib);
}
-
void KX_BlenderRenderTools::PushMatrix()
{
@@ -339,14 +320,13 @@ void KX_BlenderRenderTools::PopMatrix()
}
-
-int KX_BlenderRenderTools::applyLights(int objectlayer)
+int KX_BlenderRenderTools::applyLights(int objectlayer, const MT_Transform& viewmat)
{
-// taken from blender source, incompatibility between Blender Object / GameObject
-
+ // taken from blender source, incompatibility between Blender Object / GameObject
+ float glviewmat[16];
unsigned int count;
float vec[4];
-
+
vec[3]= 1.0;
for(count=0; count<m_numgllights; count++)
@@ -354,9 +334,11 @@ int KX_BlenderRenderTools::applyLights(int objectlayer)
//std::vector<struct RAS_LightObject*> m_lights;
std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin();
+
+ viewmat.getValue(glviewmat);
glPushMatrix();
- glLoadMatrixf(m_viewmat);
+ glLoadMatrixf(glviewmat);
for (lit = m_lights.begin(), count = 0; !(lit==m_lights.end()) && count < m_numgllights; ++lit)
{
RAS_LightObject* lightdata = (*lit);
@@ -424,7 +406,6 @@ int KX_BlenderRenderTools::applyLights(int objectlayer)
glEnable((GLenum)(GL_LIGHT0+count));
count++;
-
}
}
glPopMatrix();
@@ -433,22 +414,6 @@ int KX_BlenderRenderTools::applyLights(int objectlayer)
}
-
-
-RAS_IPolyMaterial* KX_BlenderRenderTools::CreateBlenderPolyMaterial(
- const STR_String &texname,
- bool ba,const STR_String& matname,int tile,int tilexrep,int tileyrep,int mode,bool transparant,bool zsort, int lightlayer
- ,bool bIsTriangle,void* clientobject,void* tface)
-{
- assert(!"Deprecated");
-/* return new KX_BlenderPolyMaterial(
-
- texname,
- ba,matname,tile,tilexrep,tileyrep,mode,transparant,zsort, lightlayer
- ,bIsTriangle,clientobject,(struct MTFace*)tface);*/
- return NULL;
-}
-
void KX_BlenderRenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
{
int state = rasterizer->GetMotionBlurState();
@@ -472,4 +437,13 @@ void KX_BlenderRenderTools::MotionBlur(RAS_IRasterizer* rasterizer)
}
}
-unsigned int KX_BlenderRenderTools::m_numgllights;
+void KX_BlenderRenderTools::Update2DFilter(vector<STR_String>& propNames, void* gameObj, RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode, int pass, STR_String& text)
+{
+ m_filtermanager.EnableFilter(propNames, gameObj, filtermode, pass, text);
+}
+
+void KX_BlenderRenderTools::Render2DFilters(RAS_ICanvas* canvas)
+{
+ m_filtermanager.RenderFilters(canvas);
+}
+